<terragen_clip>
	<surface_layer
		name = "Foam"
		gui_use_node_pos = "1"
		gui_node_pos = "-1600 960 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Ocean Color"
		gui_use_preview_patch_size = "1"
		gui_preview_patch_size = "31.25 31.25"
		apply_colour = "1"
		diffuse_colour = "0.84375 0.84375 0.84375"
		colour_function = "Reflective shader 01"
		luminous = "0"
		luminosity_multiplier = "0.625"
		luminosity_tint = "1 1 1"
		luminosity_function = ""
		displacement_direction = "4"
		displacement_multiplier = "25"
		displacement_function = "Wave size"
		displacement_offset = "5"
		smoothing_effect = "1"
		smoothing_amount = "1"
		child_layers = "Power fractal shader v3 02"
		coverage = "0.71875"
		fractal_breakup = "1"
		breakup_shader = "Fractal breakup 01"
		fractal_contrast = "15.325"
		invert_breakup = "0"
		only_breakup_colour = "1"
		intersect_underlying = "0"
		intersection_zone = "2.5"
		smoothing_scale = "0"
		intersection_shift = "0"
		limit_maximum_altitude = "0"
		maximum_altitude = "1000"
		max_alt_fuzzy_zone = "200"
		limit_minimum_altitude = "0"
		minimum_altitude = "200"
		min_alt_fuzzy_zone = "200"
		use_Y_for_altitude = "0"
		limit_maximum_slope = "1"
		maximum_slope_angle = "75"
		max_slope_fuzzy_zone = "5.5"
		limit_minimum_slope = "1"
		minimum_slope_angle = "7"
		min_slope_fuzzy_zone = "5.5"
		use_Y_for_slope = "1"
		slope_key = "0"
		fuzzy_zone_softness = "1"
		>
	</surface_layer>
	<sin_scalar
		name = "Sin scalar 01"
		gui_use_node_pos = "1"
		gui_node_pos = "-1380 1340 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Mix scalar 03_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</sin_scalar>
	<group
		name = "Ocean Water"
		gui_use_node_pos = "1"
		gui_node_pos = "-1490.32 1253.01 0"
		gui_group = ""
		gui_node_size = "760.754 955.509 1"
		gui_node_colour = "0.1 0.5 0.35"
		special_group = "4"
		global_bookmark = "1"
		>
	</group>
	<water_shader
		name = "Water shader 01_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1640 900 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Foam"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		roughness = "0.00985547"
		wave_scale = "10"
		smallest_scale = "0.1"
		wind_patch_effect = "1"
		wind_patch_size = "100"
		wind_patch_sharpness = "5"
		master_reflectivity = "1"
		index_of_refraction = "1.33"
		horizon_shift = "0.5"
		highlight_intensity = "0.5"
		min_highlight_spread = "0.01"
		seed = "41918"
		>
	</water_shader>
	<lake
		name = "Lake 01_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1640 840 0"
		gui_group = "Ocean Water"
		enable = "1"
		handle_in_preview = "1"
		cast_shadows = "0"
		water_level = "900"
		centre = "657.475 900 -6.40066e-012"
		max_radius = "100000"
		rotate = "0 0 0"
		import_motion_filename = ""
		planet = ""
		surface_shader = "Water shader 01_1"
		>
	</lake>
	<power_fractal_shader_v3
		name = "Wave size"
		gui_use_node_pos = "1"
		gui_node_pos = "-1520 1080 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		seed = "26921"
		feature_scale = "50000"
		lead-in_scale = "250000"
		smallest_scale = "0.1"
		noise_octaves = "24"
		apply_high_color = "1"
		high_color = "0.53125 0.53125 0.53125"
		apply_low_color = "0"
		low_color = "0 0 0"
		color_contrast = "0.5"
		color_offset = "0"
		color_roughness = "5"
		clamp_high_color = "1"
		clamp_low_color = "1"
		apply_displacement = "1"
		displacement_direction = "1"
		displacement_amplitude = "2500"
		displacement_offset = "-2000"
		displacement_roughness = "0.875"
		displacement_spike_limit = "0.25"
		continue_spike_limit = "1"
		adjust_coastline = "0"
		coastline_altitude = "0"
		coastline_smoothing = "30"
		noise_flavour = "3"
		noise_variation = "2"
		variation_method = "2"
		buoyancy_from_variation = "0.5"
		clumping_of_variation = "0.25"
		noise_stretch_XYZ = "1 1 1"
		distort_by_normal = "0"
		distortion_by_normal = "5"
		lead-in_warp_effect = "1"
		lead-in_warp_amount = "0.75"
		less_warp_at_feature_scale = "1"
		allow_vertical_warp = "0"
		blend_by_shader = "0"
		blending_shader = ""
		fit_blendshader_to_this = "0"
		invert_blendshader = "0"
		>
	</power_fractal_shader_v3>
	<power_fractal_shader_v3
		name = "Fractal breakup 01"
		gui_use_node_pos = "1"
		gui_node_pos = "-1280 1040 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		seed = "29158"
		feature_scale = "0.1"
		lead-in_scale = "1"
		smallest_scale = "0.001"
		noise_octaves = "12"
		apply_high_color = "1"
		high_color = "1 1 1"
		apply_low_color = "0"
		low_color = "0 0 0"
		color_contrast = "0.5"
		color_offset = "0"
		color_roughness = "5"
		clamp_high_color = "0"
		clamp_low_color = "0"
		apply_displacement = "1"
		displacement_direction = "1"
		displacement_amplitude = "1"
		displacement_offset = "0"
		displacement_roughness = "1"
		displacement_spike_limit = "1"
		continue_spike_limit = "0"
		adjust_coastline = "0"
		coastline_altitude = "0"
		coastline_smoothing = "30"
		noise_flavour = "1"
		noise_variation = "1"
		variation_method = "2"
		buoyancy_from_variation = "0"
		clumping_of_variation = "0.25"
		noise_stretch_XYZ = "1 1 1"
		distort_by_normal = "1"
		distortion_by_normal = "5"
		lead-in_warp_effect = "1"
		lead-in_warp_amount = "1.25"
		less_warp_at_feature_scale = "0"
		allow_vertical_warp = "0"
		blend_by_shader = "0"
		blending_shader = ""
		fit_blendshader_to_this = "0"
		invert_blendshader = "0"
		>
	</power_fractal_shader_v3>
	<power_fractal_shader_v3
		name = "Power fractal shader v3 02"
		gui_use_node_pos = "1"
		gui_node_pos = "-1320 1140 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		seed = "4497"
		feature_scale = "0.1"
		lead-in_scale = "1"
		smallest_scale = "0.1"
		noise_octaves = "5"
		apply_high_color = "1"
		high_color = "0.5732 0.6121 0.5795"
		apply_low_color = "1"
		low_color = "0.03288 0.142 0.08022"
		color_contrast = "0.5"
		color_offset = "0"
		color_roughness = "8.1875"
		clamp_high_color = "1"
		clamp_low_color = "1"
		apply_displacement = "0"
		displacement_direction = "1"
		displacement_amplitude = "0"
		displacement_offset = "0"
		displacement_roughness = "0"
		displacement_spike_limit = "0"
		continue_spike_limit = "0"
		adjust_coastline = "0"
		coastline_altitude = "0"
		coastline_smoothing = "30"
		noise_flavour = "3"
		noise_variation = "1"
		variation_method = "2"
		buoyancy_from_variation = "0.25"
		clumping_of_variation = "0.25"
		noise_stretch_XYZ = "1 1 1"
		distort_by_normal = "0"
		distortion_by_normal = "5"
		lead-in_warp_effect = "0"
		lead-in_warp_amount = "0.5"
		less_warp_at_feature_scale = "0"
		allow_vertical_warp = "0"
		blend_by_shader = "0"
		blending_shader = ""
		fit_blendshader_to_this = "0"
		invert_blendshader = "0"
		>
	</power_fractal_shader_v3>
	<power_fractal_shader_v3
		name = "Power fractal shader v3 01"
		gui_use_node_pos = "1"
		gui_node_pos = "-1460 1180 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		seed = "35853"
		feature_scale = "0.5"
		lead-in_scale = "10"
		smallest_scale = "0.01"
		noise_octaves = "13"
		apply_high_color = "1"
		high_color = "1 1 1"
		apply_low_color = "0"
		low_color = "0 0 0"
		color_contrast = "0.5"
		color_offset = "0"
		color_roughness = "5"
		clamp_high_color = "1"
		clamp_low_color = "0"
		apply_displacement = "1"
		displacement_direction = "0"
		displacement_amplitude = "0.390625"
		displacement_offset = "1"
		displacement_roughness = "0.60625"
		displacement_spike_limit = "1"
		continue_spike_limit = "0"
		adjust_coastline = "0"
		coastline_altitude = "0"
		coastline_smoothing = "30"
		noise_flavour = "1"
		noise_variation = "3.1"
		variation_method = "2"
		buoyancy_from_variation = "0.625"
		clumping_of_variation = "0.5625"
		noise_stretch_XYZ = "1 2 1"
		distort_by_normal = "1"
		distortion_by_normal = "5"
		lead-in_warp_effect = "1"
		lead-in_warp_amount = "1.125"
		less_warp_at_feature_scale = "0"
		allow_vertical_warp = "0"
		blend_by_shader = "0"
		blending_shader = ""
		fit_blendshader_to_this = "0"
		invert_blendshader = "0"
		>
	</power_fractal_shader_v3>
	<reflective_shader
		name = "Reflective shader 01"
		gui_use_node_pos = "1"
		gui_node_pos = "-1560 1120 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Power fractal shader v3 01"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		reflectivity = "1.2 1.2 1.2"
		reflection_tint = "1 1 1"
		index_of_refraction = "1.33"
		specular_highlights = "1"
		highlight_model = "1"
		highlight_intensity = "1"
		specular_roughness = "0.0812812"
		specular_tweak = "0.5"
		ray_traced_reflections = "1"
		reflection_softness = "0.351125"
		number_of_samples = "64"
		>
	</reflective_shader>
	<mix_scalar
		name = "Mix scalar 02_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1640 1380 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Sin scalar 02_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		input_2 = "Sin scalar 03_1"
		mix_controller = ""
		>
	</mix_scalar>
	<sin_scalar
		name = "Sin scalar 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1620 1340 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Mix scalar 02_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</sin_scalar>
	<add_scalar
		name = "Add scalar 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1480 1280 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Sin scalar 01_1_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		input_2 = "Sin scalar 01"
		>
	</add_scalar>
	<displacement_shader
		name = "Displacement shader 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1640 1240 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		function = "Add scalar 01_1_1"
		displacement_direction = "1"
		displacement_multiplier = "20"
		>
	</displacement_shader>
	<compute_terrain
		name = "Compute Terrain_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1640 1180 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Displacement shader 01_1_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		gradient_patch_size = "20"
		smooth_surface = "0"
		>
	</compute_terrain>
	<surface_layer
		name = "Ocean Color"
		gui_use_node_pos = "1"
		gui_node_pos = "-1740 1080 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Compute Terrain_1_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		apply_colour = "1"
		diffuse_colour = "0.0293018 0.09375 0.0730834"
		colour_function = ""
		luminous = "1"
		luminosity_multiplier = "0.00976563"
		luminosity_tint = "1 1 1"
		luminosity_function = ""
		displacement_direction = "1"
		displacement_multiplier = "1"
		displacement_function = ""
		displacement_offset = "0"
		smoothing_effect = "0"
		smoothing_amount = "1"
		child_layers = ""
		coverage = "1"
		fractal_breakup = "1"
		breakup_shader = "Fractal breakup 02"
		fractal_contrast = "0.5"
		invert_breakup = "0"
		only_breakup_colour = "1"
		intersect_underlying = "0"
		intersection_zone = "2.5"
		smoothing_scale = "0"
		intersection_shift = "0"
		limit_maximum_altitude = "0"
		maximum_altitude = "1000"
		max_alt_fuzzy_zone = "200"
		limit_minimum_altitude = "0"
		minimum_altitude = "200"
		min_alt_fuzzy_zone = "200"
		use_Y_for_altitude = "0"
		limit_maximum_slope = "0"
		maximum_slope_angle = "60"
		max_slope_fuzzy_zone = "30"
		limit_minimum_slope = "0"
		minimum_slope_angle = "30"
		min_slope_fuzzy_zone = "10"
		use_Y_for_slope = "0"
		slope_key = "1"
		fuzzy_zone_softness = "1"
		>
	</surface_layer>
	<power_fractal_shader_v3
		name = "Fractal breakup 02"
		gui_use_node_pos = "1"
		gui_node_pos = "-1800 1200 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		seed = "16950"
		feature_scale = "0.1"
		lead-in_scale = "100"
		smallest_scale = "0.01"
		noise_octaves = "15"
		apply_high_color = "1"
		high_color = "1 1 1"
		apply_low_color = "0"
		low_color = "0 0 0"
		color_contrast = "0.5"
		color_offset = "0"
		color_roughness = "5"
		clamp_high_color = "0"
		clamp_low_color = "0"
		apply_displacement = "0"
		displacement_direction = "1"
		displacement_amplitude = "1"
		displacement_offset = "0"
		displacement_roughness = "1"
		displacement_spike_limit = "1"
		continue_spike_limit = "0"
		adjust_coastline = "0"
		coastline_altitude = "0"
		coastline_smoothing = "30"
		noise_flavour = "0"
		noise_variation = "1"
		variation_method = "2"
		buoyancy_from_variation = "0"
		clumping_of_variation = "0.25"
		noise_stretch_XYZ = "1 1 1"
		distort_by_normal = "1"
		distortion_by_normal = "5"
		lead-in_warp_effect = "1"
		lead-in_warp_amount = "1"
		less_warp_at_feature_scale = "0"
		allow_vertical_warp = "0"
		blend_by_shader = "0"
		blending_shader = ""
		fit_blendshader_to_this = "0"
		invert_blendshader = "0"
		>
	</power_fractal_shader_v3>
	<get_position
		name = "Get position Z_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1400 1680 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</get_position>
	<z_to_scalar
		name = "Z to scalar 01_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1400 1640 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Get position Z_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</z_to_scalar>
	<constant_scalar
		name = "Constant scalar 05_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1300 1600 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		scalar = "500"
		>
	</constant_scalar>
	<perlin_3D_scalar
		name = "Perlin 3D scalar 03_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1380 1540 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Z to scalar 01_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		scale = "Constant scalar 05_1"
		seed = ""
		>
	</perlin_3D_scalar>
	<exp_scalar
		name = "Exp scalar 02_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1380 1500 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Perlin 3D scalar 03_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</exp_scalar>
	<sin_scalar
		name = "Sin scalar 03_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1380 1460 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Exp scalar 02_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</sin_scalar>
	<get_position
		name = "Get position X_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1660 1680 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</get_position>
	<x_to_scalar
		name = "X to scalar 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1660 1640 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Get position X_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</x_to_scalar>
	<constant_scalar
		name = "Constant scalar 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1560 1600 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = ""
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		scalar = "100"
		>
	</constant_scalar>
	<perlin_3D_scalar
		name = "Perlin 3D scalar 01_1_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1660 1540 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "X to scalar 01_1_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		scale = "Constant scalar 01_1_1"
		seed = ""
		>
	</perlin_3D_scalar>
	<exp_scalar
		name = "Exp scalar 01_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1660 1500 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Perlin 3D scalar 01_1_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</exp_scalar>
	<sin_scalar
		name = "Sin scalar 02_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1660 1460 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Exp scalar 01_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		>
	</sin_scalar>
	<mix_scalar
		name = "Mix scalar 03_1"
		gui_use_node_pos = "1"
		gui_node_pos = "-1380 1380 0"
		gui_group = "Ocean Water"
		enable = "1"
		input_node = "Sin scalar 03_1"
		gui_use_preview_patch_size = "0"
		gui_preview_patch_size = "1000 1000"
		input_2 = "Sin scalar 02_1"
		mix_controller = ""
		>
	</mix_scalar>
</terragen_clip>
